Difference between revisions of "Whip"

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(Created page with ''''Health''': 3 '''Hardness''': 8 '''Craft DC''': 20 (Leatherworking) A whip deals Sublethal Damage. This bypasses normal sublethal damage reduction, but does not bypass a…')
 
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'''Health''': 3
 
'''Health''': 3
  
'''Hardness''': 8
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'''Hardness''': 7
  
 
'''Craft DC''': 20 (Leatherworking)
 
'''Craft DC''': 20 (Leatherworking)
  
A whip deals [[Sublethal Damage]]. This bypasses normal sublethal damage reduction, but does not bypass armor, making it effectively useless against armored opponents, as it deals slashing damage. Unlike normal, a character's strength bonus is not added to damage with a whip - this negates the Immense Strength class tree as well.
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A whip deals [[Sublethal Damage]]. This bypasses normal sublethal damage reduction, but does not bypass armor, making it effectively useless (for dealing damage - see other uses) against armored opponents, as it deals slashing damage. Unlike normal, a character's strength bonus is not added to damage with a whip - this negates the Immense Strength class tree as well.
  
The whip is treated as a melee weapon with a 15 foot reach, though you do not threaten the hexes you can reach with the whip. Also, unlike most weapons with reach, a whip may be used to attack opponents closer than 15 feet.
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The whip is treated as a melee weapon with a 15 foot [[Reach]], though you do not threaten (for the purposes of being [[Open]]) the hexes you can reach with the whip. Also, unlike most weapons with reach, a whip may be used to attack opponents closer than 15 feet.
  
 
Using a whip makes you [[Open]], just as if you had used a ranged weapon.
 
Using a whip makes you [[Open]], just as if you had used a ranged weapon.
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When using a whip, you get a +2 bonus on attempts to disarm an opponent (including the roll to keep from being disarmed if the attack fails). Strength or dex checks to throw or retrieve a weapon are as normal.
 
When using a whip, you get a +2 bonus on attempts to disarm an opponent (including the roll to keep from being disarmed if the attack fails). Strength or dex checks to throw or retrieve a weapon are as normal.
  
You can use the Weapon Finesse feat to a whip, even though it isn’t a light weapon.
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You can apply the [[Weapon Finesse]] feat to a whip, even though it isn’t a light weapon.
  
  

Latest revision as of 10:19, 13 June 2011

Health: 3

Hardness: 7

Craft DC: 20 (Leatherworking)

A whip deals Sublethal Damage. This bypasses normal sublethal damage reduction, but does not bypass armor, making it effectively useless (for dealing damage - see other uses) against armored opponents, as it deals slashing damage. Unlike normal, a character's strength bonus is not added to damage with a whip - this negates the Immense Strength class tree as well.

The whip is treated as a melee weapon with a 15 foot Reach, though you do not threaten (for the purposes of being Open) the hexes you can reach with the whip. Also, unlike most weapons with reach, a whip may be used to attack opponents closer than 15 feet.

Using a whip makes you Open, just as if you had used a ranged weapon.

You can attempt Trip attacks with a whip. A successful hit deals damage and is treated as the touch attack needed to start the trip. If you are tripped following your own trip attempt, you can drop the whip to avoid being tripped.

When using a whip, you get a +2 bonus on attempts to disarm an opponent (including the roll to keep from being disarmed if the attack fails). Strength or dex checks to throw or retrieve a weapon are as normal.

You can apply the Weapon Finesse feat to a whip, even though it isn’t a light weapon.